Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG)

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Hey guys, so I've had this stuff coded for a little while and figure I'd put it out as a nice little update, hope you're all doing well :)

THRONE ROOM OR GNOME ROOM? (9 features)

Some new gnome related throne room events, you'll get biggleroll players and rude insulting gnomes!

* Added new throne room encounter 'Gnome insulter' (includes all 304 random gnome insults)
* Added 4 different gnome exit screens that take place after the gnome insulter encounter
* Added Biggleroll player throne room visitor (if you have discovered the cave gnome village)
* Added new gnome insult 'You make a strong case against randomly generated faces ugly one!' (credit Warzone)
* Added gnome insult encounter intro 'menacing look and loud announcement'
* Added gnome insult encounter intro 'thrice jumping gnome'
* Added gnome insult encounter intro 'prepare yourself'
* Added gnome insult encounter intro 'The cursed corner'
* Added gnome insult encounter intro 'friendly gnome'

CROWNING CEREMONY RECROWNED (24 features)

When being inducted into the wild world of Warsim, it seems only fitting that you are first met by a random and possibly strange crowning ceremony. I don't know why I didn't think of this sooner, but here it is! 20 different crowning events, 200 total possible crowning ceremonies!

* Added semi-randomised ceremony events to the games intro when starting a new world
* Added 'Gold coin from all' crowning ceremony event
* Added 'Royal dog' crowning ceremony event
* Added 'Royal squid kicking' crowning ceremony event
* Added 'Great Shunning' crowning ceremony event
* Added 'Dancing Goblin' crowning ceremony event
* Added 'Applause' crowning ceremony event
* Added 'Drunk in your honour' crowning ceremony event
* Added 'Goblin slap' crowning ceremony event
* Added 'Bottle smash' crowning ceremony event
* Added 'Coin of fate' crowning ceremony event
* Added 'Fart' crowning ceremony event
* Added 'Stand atop the highest tower' crowning ceremony event
* Added 'Scroll of rulers' crowning ceremony event
* Added 'Arrow reign' crowning ceremony event
* Added 'Chair breaker' crowning ceremony event
* Added 'Kicking goblin' crowning ceremony event
* Added 'Oooh Snake' crowning ceremony event
* Added 'Drinking goblin' crowning ceremony event
* Added 'Minute silence' crowning ceremony event
* Added 'Laughing for a positive reign' crowning ceremony event
* Added after ceremony screen
* Added ceremonial intro with 10 varied intro texts
* Fixed bug in crowning ceremony text

THRONE ROOM DEBUG EXPANSION (4 features)

After playing around with the debug system I've fixed the game just straight up freezing/crashing when testing an encounter. Once the game tries to run the throne room event 1000 times it will fail and boot you out.

* Added new screen for encounter selector choice
* Added list of all current encounter types to the encounter selector choice
* Added error message and return to game instead of crash when trying to run a throne room encounter that can't run in debug mode
* Added 'encounter selector is active' indicator to the throne room

CURSED FROG MAN ENCOUNTER EXPANSION (2 features)

Saw this little encounter and got a funny idea. Previously your choice was 150 gold to cure him guarenteed, or refuse and see the disapointed frog man hop away. Now you can try and cut corners with a 4/5 chance of disaster, or a 1/5 chance of nailing it!

* Added new choice 'Have an alchemist brew something cheap' (2 gold) option to the cursed frog man encounter
* Added rare 1 in 5 outcome that the potion will work and give an alternate success screen

COINFLIPPER EXPANSION (28 features)

After the new coinflipper update it's expanded the encounter to be a lot less samey... except when you win all their gold. This had the same blanket response, which wore out pretty fast for me so I've expanded this with a ton of possible outcomes to make it a lot more varied... I'm thinking of you maniacs who like to build big empires and then see every single one of those 2549 visitors.

* Added 'Kids life savings' reaction for player winning all of coinflippers gold (An extra reward for beating them)
* Added 'Second stash of gold' reaction for player winning all of coinflippers gold (Abiliy to replay with someone who lost all their gold)
* Added 'Can't go back to my tribe' reaction for player winning all of coinflippers gold (goblin recruit victory)
* Added 'I'll serve you' reaction for player winning all of coinflippers gold (peasant recruit victory)
* Added 'Curses' reaction for player winning all of coinflippers gold
* Added 'You have bested me' reaction for player winning all of coinflippers gold
* Added 'bows grins and leaves' reaction for player winning all of coinflippers gold
* Added 'out of gold' reaction for player winning all of coinflippers gold
* Added 'awkward shuffle' reaction for player winning all of coinflippers gold
* Added 'enjoy the gold' reaction for player winning all of coinflippers gold
* Added 'tips' reaction for player winning all of coinflippers gold
* Added 'Wasnt mine' reaction for player winning all of coinflippers gold
* Added 'Wife trouble' reaction for player winning all of coinflippers gold
* Added 'Stolen gold' reaction for player winning all of coinflippers gold
* Added 'Parents gold' reaction for player winning all of coinflippers gold
* Added 'Ones loss' reaction for player winning all of coinflippers gold
* Added 'Teary eyes' reaction for player winning all of coinflippers gold
* Added 'Shock loss' reaction for player winning all of coinflippers gold
* Added 'I'm out' reaction for player winning all of coinflippers gold
* Added 'Well done' reaction for player winning all of coinflippers gold
* Added 'Deep breath' reaction for player winning all of coinflippers gold
* Added 'Reworked Original' reaction for player winning all of coinflippers gold
* Added 'Good guesser' reaction for player winning all of coinflippers gold
* Added 'Bows' reaction for player winning all of coinflippers gold
* Added 'Angry discovery' reaction for player winning all of coinflippers gold
* Added 'Ogre poo' reaction for player winning all of coinflippers gold
* Fixed coin flip allowed when player has nothing (credit u/Studphish)
* Added new response when trying to flip with no gold

EVERYTHING ELSE (2 features)

Some little things

* Added ability to skip stones in dockrow
* Added better titles for race prefix selection screens to clearly show which kingdom you are working on if you have multiple of the same race

SCREENSHOTS

Karl how could you - https://i.imgur.com/A8OZYdN.png
Gnome boi - https://i.imgur.com/hy8oVX5.png
Wow - https://i.imgur.com/x6dEDY2.png
How rude - https://i.imgur.com/wq9ZJMT.png
Roasted - https://i.imgur.com/Yoaa8f6.png
New custom race gen - https://i.imgur.com/2XRTHAj.png
Encounter selector - https://i.imgur.com/C2nMKa8.png
Debug protection - https://i.imgur.com/vI10Aqw.png

WHAT'S NEXT

I'm continuing to plow through Warsim stuff on my gigantic list, can't say when the next update will be but I'll be a lot more active across the Warsim community sharing my progress on it regardless :)

Cheers
Huw
 
Joined
Mar 18, 2019
Messages
152

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Warsim 0.8.5.1 (Mercenary Overhaul Update, 48 features)

Hello everyone!

While this might not seem like a massive update the work that's gone in to it is pretty huge! A massive update to mercenaries and how they function as well as a number of smaller side features!

MERCENARY COMBAT IMPROVEMENTS (20 features)

For some time mercenary attacks have used Warsims old combat system, now it's being updated and coming with it's own extensions to the combat system!

* Made mercenary battle use the new combat system
* Added 10 new variants of battle intro events for mercenaries
* Made 5 new intro events for goblin mercenaries
* Made 3 new intro events for demon mercenaries
* Made 5 new intro events for militia mercenaries
* Added 3 alternate texts for mercenary skirmish victory
* Added merc successes and failures to the end of turn battle reports
* Added new graphic for demon mercs post battle
* Added new graphic for goblin mercs post battle
* Added new cheer sfx for demon mercs post battle
* Added new cheer sfx for goblin mercs post battle
* Added 3 alternate texts for mercenary skirmish loss
* Added indicator if merc group is destroyed in battle
* Added 3 alternate texts for mercenary raid loss
* Added 3 alternate texts for mercenary raid victory
* Added merc raids include loot chests
* Added raid loot chest max reduced by 1 as mercs keep some for themselves
* Fixed spyreport retreats from merc battles no longer deplete one attack move from mercs
* Added 3 alternate texts for mercenary invasion loss
* Added 3 alternate texts for mercenary invasion victory


Your merc army marching forward
https://i.imgur.com/h3SQDbz.png

Goblin mercs winning
https://i.imgur.com/u76yffU.png

End of turn report after a ton of player merc use
https://i.imgur.com/y1NH3PD.png

MERCENARY GROWTH (3 features)

After a while wrestling with and even partially coding a multi attack system for the player and AI it ended up not being feasable, this was unfortunate but as an alternate source of multiple per turn attacks increasing to help with the exponentially growing kingdoms when discovering new lands I opted for this system, and additionally to not make it one sided in the players favour I spent some time creating a system that allows enemies to use mercs too!

* Added new notification when discovering new lands
* Made discovering new lands increase all merc groups current and max yearly attacks by 1
* Made discovering new lands increase all future merc groups max yearly attacks by 1

MERCS OF THE ENEMY (17 features)

This has always been something that should have been a thing, but now enemy kingdoms can hire mercenaries and use them to fight you and their enemies! There are some rules and structure to it but otherwise you'll see the mercs getting a lot more use. Want your favourite group safe from being used? Hire them permanently instead of for one off attacks.

* Added 50% chance factions will consider hiring mercs to fight for them at the end of each turn
* Made Krut and Erak only able to use goblin mercenaries
* Made merc groups unhirable if already hired by the player or if all of their yearly attacks are used
* Made it so that only goblin mercs can be hired by savage kingdoms
* Made it so that factions will only hire mercs if they have twice the gold they need
* Added 5 variant intro text for when merc group attacks player
* Added 5 variant intro text for when merc group attack other kingdom and players spymaster finds it
* Added 3 alternate texts for report of AI vs AI merc group fight noticed by your spymaster
* Added 3 alternate texts for post battle screen when enemy mercs fail to invade the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully invade the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to raid the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully raid the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to skirmish the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully skirmish the player
* Added new end of turn report pop ups for all merc battles
* Added new battle notifications of merc troops
* Added slightly alternate post battle report after merc battles

A merc battle spy interception
https://i.imgur.com/Y2dCqyc.png

A kingdoms personal battle logs including their recent merc hire
https://i.imgur.com/taNRbxF.png

Some merc attacks reported at the end of turn
https://i.imgur.com/KlANXCT.png

Some merc attacks at the end of turn but with advanced spy reports
https://i.imgur.com/KXYDHkL.png

Player being attacked by mercs
https://i.imgur.com/XJBSgZC.png

RACEPACK EXPANSION (1 feature)

A steam user pointed out that if you choose random race packs you can sometimes end up with a pretty bad batch and just have to either roll with it or restart the game, It didn't take long to put this in and now you can keep rerolling till you find that batch that suits you and your world!

* Added ability to re-roll races from random racepacks (credit Willow Ufgood)

SCREEN COLOUR ADJUSTMENT (6 features)

After a steam discussion I decided to add this system to the game allowing the background colour to be changed to a number of pre-sets!

* Added new option in in-game settings menu to adjust screen colour (credit Kawasaky)
* Added white background screen pre-set
* Added light grey background screen pre-set (credit diplomametolius)
* Added dark grey background screen pre-set (credit diplomametolius)
* Added ability for player to make a custom colour set
* Made each colour option link to the players save so you can have different settings for different saves

One of the screens
https://i.imgur.com/tn1L5SI.png

And in a different colour
https://i.imgur.com/Av34TQ5.png

And more...
https://i.imgur.com/3AM6DxF.png

https://i.imgur.com/Lvuu0lF.png

https://i.imgur.com/GVqs8yz.png

BUGFIXES (6 features)

A few bug fixes entirely thanks to player reports, as always thanks guys!

* Fixed adventurer group text bug (credit watchdog_2003)
* Fixed steward intro text bug (credit watchdog_2003)
* Fixed text bug in tower coronation (Credit ZedZed)
* Fixed no gold indicator when gibbering monk gives you gold (Credit pup)
* Fixed no +peasant indicator when gibbering monk gives you peasant (Credit pup)
* Fixed issue when setting theme music that game doesn't recognise any other choices once you've chosen no music (credit Pup)

EVERYTHING ELSE (1 feature)

An australian friend of mine enlightened me to an aussie word for the poo you take the night after drinking, I thought it sounded like a goblin warchief!

* Added new goblin name 'Grog-Bog' (credit Vhester)

WHAT'S NEXT

This update has been tested thoroughly but Warsim is a wild beast and many things may have slipped by. I'll be trying my best to keep on top of this while I continue forward trying to finish the remaining combat update work and pushing towards the long awaited Warsim release!

Viva Warsim
 
Joined
Mar 18, 2019
Messages
152

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Warsim 0.8.5.2 (Warbeasts and Combat Complete, 79 features)

This is an exciting update for me, all factions are now covered by the combat update code, and we have WARBEASTS!

MINOR FACTIONS IN BATTLE (9 features)

This massive chunk of work sees every single faction in game now use the new combat system, gone are the days of the ever scrolling death notification! Hurrah!

* Made all of Warsims minor factions use the new combat system
* Added alternate event if Wagon man dies in battle but his troops survive and win
* Fixed issue with Fort Kullak troop count not changing from 500 unless they are defeated completely
* Made Fort Kullak troop count gain +5 per year
* Added Malnourished vampire units if attacking Baiaa while they're low on Thralls
* Added special event for Koova the Nomad King in battle
* Added special ending if you beat the nomads but not koova in battle
* Added special event for Demonic Koova in battle
* Added special ending if you beat the dark nomads but not demonic koova in battle

MONSTERS IN BATTLE (27 features)

This has been heavily requested for a long time and as I was about to release this update I decided... Why not and spent the entire night and much of the following morning adding and testing this! Now monsters can be sent to battle alongside your brave warriors!

* Added new 'Warbeast Harnesses' upgrade buyable for 2000 gold at your monster pit
* Added ability to send your monsters to battle
* Added ability to send monsters to fight in a last stand at the end of battle or call them back
* Added special screen if you send only monsters on an attack
* Added special screen if you send only a single monster on an attack
* Added 'assault the lines but fail' monster battle event
* Added 'assault with ferocity' monster battle event
* Added 'eats an enemy whole' monster battle event
* Added 'chaotic fury' monster battle event
* Added 'fights like a beast' monster battle event
* Added 'surprise attack' monster battle event
* Added 'slips and falls' monster battle event
* Added 'ferocious fight until stabbed' monster death event
* Added 'charge lines cut down' monster death event
* Added 'fight in frenzy' monster death event
* Added 'sliced up' monster death event
* Added 'flurry of arrows' monster death event
* Added 'heat of battle' monster death event
* Added 'arrow to the head' monster death event
* Added 'beheaded' monster death event
* Added 'critical stabbing' monster death event
* Added 'flurry of arrows fight on' monster death event
* Added 'ripped to pieces' last stand monster event
* Added 'hacked up' last stand monster event
* Added 'left as a corpse' last stand monster event
* Added 'slain and left to rot' last stand monster event
* Added 'slain swiftly' last stand monster event

ARMOUR THOSE WARBEASTS (15 features)

After adding the above monsters in battle update I decided I couldn't just leave them without any additional upgrades, so I created a system of varied armours that can be given to your monsters!

* Added ability to buy scrap armour (50 gold) (+10% Strength)
* Added ability to buy Iron armour (100 gold) (+25% Strength)
* Added ability to buy Bone-Iron armour (150 gold) (+50% Strength)
* Added ability to buy Steel armour (250 gold) (2x Strength)
* Added ability to buy Bronze armour (500 gold) (3x Strength)
* Added ability to buy Obsidian armour (1000 gold) (4x Strength)
* Added armourer pays for the scraps of any currently equipped armour when upgrading
* Added +10 Gold payment for scrapping scrap armour
* Added +20 Gold payment for scrapping Iron armour
* Added +30 Gold payment for scrapping Bone Iron armour
* Added +50 Gold payment for scrapping Steel armour
* Added +100 Gold payment for scrapping Bronze armour
* Added +200 Gold payment for scrapping Obsidian armour
* Added notification for the armour a monster is wearing in the pre-battle monster sending screen
* Added armour information when viewing monster information in the monster dungeon

NEW MONSTERS (14 features)

Seeing as we're expanding the monster system and making them more used in game, it made sense to add more of them! Previously the game could generated 27840 of them, now where at a whopping 42875 with the newly added parts all combining together... God I love combinatrix.

* Added 'bumpy spike' monster head top part
* Added 'brittle set of antennae' monster head top part
* Added 'large spiky ears' monster head top part
* Added 'small spike bump' monster head top part
* Added 'strange plant growth' monster head top part
* Added 'lumpy stubby' monster body part
* Added 'slinky and curved' monster body part
* Added 'double arms body' monster body part
* Added 'pincer head' monster head part
* Added 'spikey head tooth mouth' monster head part
* Added 'v shaped eye head' monster head part
* Added 'long pincer head' monster head part
* Added 'tiny tooth head' monster head part
* Added 'big circle eyes and fat mouth' monster head part

BUGFIXES (8 features)

More bugfixes including a strange one that made all mercs 25x weaker... Can't have that! As always thanks for all the reports guys, and sorry about the bugs haha.

* Fixed issue with mercs being 25x weaker than they should have been due to a bug (credit Gabe the Ghostman DeGrossi)
* Fixed merc camp destruction notifications for groups 2-5 not having the +1 land indicator
* Fixed Smallhaven bug forcing you to revisit the ruined village instantly after looting it
* Fixed ransacking smallhaven no graphic screen bug
* Fixed screen missing when losing to smallhaven in a raid or a ransacking
* Fixed screen missing when losing to Rihhm in a raid or a ransacking
* Fixed ransacking Rihhm no graphic screen bug
* Fixed indepednent kingdoms warning of revolt when they aren't your vassals (credit IdleFan)

EVERYTHING ELSE (6 feature)

A couple of changes and fixes... and the casual removal of the long outdated minor goblin clans (sorry Gobbos)

* Added missing screen for losing demon battle inside the demon realm
* Added missing screen for exiting demon realm by your own choice
* Removed minor goblin clans from the game
* Made any trade routes or alliances with minor goblin clans auto cancel
* Made minor goblin clan menu visible by entering 77 on the diplomacy menu (if diplomat skill high enough and goblins aren;'t disabled)
* Cleared obsolete unused code for duplicate smallhaven village

WHAT'S NEXT

I am going to turn my attention to adventurer groups as soon as I can and hopefully get to work on a big update!

Viva Warsim

Love you guys

Huw

See the changelog with screenshots here on steam - https://store.steampowered.com/news/app/659540/view/3341123089550859407
 
Joined
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Messages
152

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Hello everyone,

It's been too long since Warsim has had an update, and that as usual makes me feel a bit uncomfortable. The reason for the wait is a good one though, this adventurers update has ballooned into one of the biggest Warsim updates ever with over 7 billion new Warsim adventurer quests added, a total overhaul of Adventurers with much deeper effects in the world, new and revised systems for contacting them and conducting diplomacy and tons more!

It's nearing the final stages now as all I have to do is finish my testing, getting the saving and loading of the adventurer files to work better, and then it should be good to go.

I have two main concerns on the road to this updates release.

During a playtest where I spawned 10x the number of groups than the game default provides, I ran 300 years of adventuring and near the end, for no clear reason, there was a lone crash. I went back and tried to replicate it with no success, and I honestly have no clue what could have caused it.

I'm honestly sad it was so rare because the cause of it could be literally anything. There is nothing worse than a crash bug and those are the ones I focus on most.

The other concern is that the update has so many new features and parts that mentioning them in one changelog might be too big to post on as most places have a character limit and I have had this issue before with a previously gargantuan update, I suppose that's a good problem to have unlike the former!

Regardless, thank you for reading and following along, Warsim work is still plowing on even if you aren't seeing any updates!

Cheers and all the best

Huw
 
Joined
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Messages
152

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
New Warsim Release 'Warsim 0.8.5.3 (Adventurer's Overhaul, 340 features)' is live finally after months of work! Techically over 7 billion new additions but we won't go into it haha! Happy to answer any questions, see the update changelog and screenshots on the steam link below!

 
Joined
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Messages
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Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
New Warsim Release 'Warsim 0.8.5.4 (This update was made by an AI, 921 features +1.5 Mil Races)' is live!

It was content made mostly by AI with some extra stuff and slight tweaking by myself... Is this the future... Probably not. See the update changelog and screenshots on the steam link below!

 
Joined
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Messages
152

Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Just released the first episode of me trying to play a run on solid mode of Warsim. Was a shitload harder than I expected honestly, been too long since I've done it hahaha... You'd think I'd be better at my own game right?

https://youtu.be/zO1GgDj0yD0
 
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Wastelanderr

Watchdog
Joined
Mar 18, 2019
Messages
152
Announcing the hopefully soon to come Warsim early access release!

FINALLY, in dev since 2015 and on steam early access since 2017

 
Joined
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Wastelanderr

Watchdog
Joined
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Joined
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